@nex said in Why would you have left FAF?:
@zlo said in Why would you have left FAF?:
Current inputlag is 500 ms
huh interesting
my brain somehow had this number 150 saved for some reason.
Well with 500ms input lag assuming the sim tick "lag" comes on top that is currently 50ms on average (100 max) so you could reduce the input lag by 5-10%, by doubling the sim tick rate.
Doesn't sound like a good trade tbh.
This is not correct. Here's some approximations for magnitudes of different latencies:
- Sim/physics update/input sampling. Note, as I said earlier, that the worst case scenario is that the length is doubled for an input! So if supcom runs at 10hz (which idk if it does) that would be worst case of 200ms delay! (or more, if the inputs are scheduled to be processed at an even later tick)
- Framerate, monitor offsync with framebuffer and vsync. This on the scale of <16ms for 60fps.
- Display lag, input devices, drivers, and so on. <5ms
Network latency between two players with reasonable ping is not at all relevant, because the sim tick rate dominates!
Like say you are playing an 1v1 game with someone with a direct connection (without proxy). You can tell from experience that you still experience a comparable amount of input lag. Keep in mind that ping refers to round-trip-time. So if you have 40ms ping between two players, that would amount ot only 20ms one-way latency. So when you are sending an input packet at tick n
that is destined for tick n+1
, the other player will receive it 20ms later - even though, assuming 10hz tickrate, there's still 80ms of the tick left! So we can easily expect that at low ping and slow sim rate contexts network latency is practically irrelevant.
Also note that if someone is late, the time window might be extended multiple ticks in the future so eg. inputs collected at tick n
would be processed at tick n+2
instead of n+1
. A higher sim tick rate gives more flexibility in this sense, where a slower one introduces a large additional delay in the worst case.